A co-tank in a PF Susano EX group introduced me to the applications of Shirk for this specific purpose, neither one of us had to switch off DPS stance, and we never had to use an enmity combo.
I don't think I could go back, my eyes were opened that day.
The damage mitigation from combined Feint + Reprisal ain't no joke, can make Susano wonder if he ever Stormsplitted or not.
Alternatively, Addle + Reprisal for AoE.
The issue is you can't make a general for role actions since each job classifies things differently than other jobs. even within the same grouping. like, i would never equip true north on a melee....maybe as a monk, but thats a stretch at best. There are better actions that can fill that spot.
"Within each of us, the potential for great power waits to be released."
Adding in my two cents on this list, since I main bard, and raid with it. I disagree with the priority listed here, and it should honestly be something more like this:We've had role actions for a few months now and I felt like organizing all of them in terms of priority and spectrum of use. Thus, I'm gonna post a personal list of them all according to job type groups and color code them for convenience. When something has two colors that means it is a usual mainstay but it can be swapped out if either another player is already providing the bonus, such as the case with Protect, or if the current situation requires a very specific role action.
blue = wide range of constant use
green = may be used for specific situations or if you have slots to fill
red = little to no use in a group setting
Physical ranged DPS role actions
- Invigorate
- Refresh
- Tactician
- Head Graze
- Palisade
- Second Wind
- Arm Graze
- Leg Graze
- Foot Graze
- Peloton
Refresh
Tactician
Palisade
Second Wind
Invigorate
Peloton (**4-man dungeon content only**)
Head Graze
Arm Graze
Leg Graze
Foot Graze
Refresh and Tactician, from a support standpoint, are completely mandatory, and not at all optional. That much is certain. Refresh for your healers, and Tactician for DPS/tanks AND/OR as an aggro dump, since Ranged Physical DPS do not have access to Diversion (and since they removed Quelling Strikes). If you have a NIN, it helps to have them Smokescreen you when they can, but still, having Tactician as a back-up aggro dump is still useful. (Plus, can't always guarantee you'll have a NIN in your group outside of a fixed raid group setting where there will almost always be a NIN.)
Palisade is also a good choice, however, its use in the current raid-tier is pretty limited--since most of the tankbusters/major damage are magical (Palisade only protects against physical damage, not magical), it really only has use in V3S for Halicarnassus' Critical Hit (every 150 seconds). Useful in Susano Ex for Stormsplitter.
Second Wind is something I always keep on me, no matter what. You can't really go wrong with self-heals. Invigorate I keep for if I go down or for heavy AOE situations in 4-man content, since you can't expect Melee to Goad you 95% of the time.
Any of the other skills are more or less useless in the majority of content where they would matter. The silence only has real use in V3S for the Iron Giant if you need an LB bar to reach LB3 for caster LB (but you shouldn't need that if you do Animal Farm successfully). The other Graze skills would have only been useful in PvP settings, or in very select instances (off the top of my head, the mini-boss before the last boss in Sirensong--stunning the seductive scream he does). Other than that, they aren't so important to take up a permanent cross-role slot. If they're needed, I would sub out Invigorate, personally, since you have Tactician to fall back on for TP issues (like if you die). I would definitely not carry any of the Graze skills around with me permanently.
Those are just my two-cents.
Last edited by HyoMinPark; 09-14-2017 at 06:21 AM.
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Hyomin Park#0055
I want Second Wind on a short cooldown with similar cost, like physick cast cost but cost TP for all jobs who don't have a constant low cooldown heal. So when content is created for solo/duo play, no job is left out.
Unless classes become more than they are sometime in the future with less restrictions.
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB
The benefit of second wind, is that it is an ogcd ability. If you make it spammable, with a cost, youll put it on the GCD. If its on the gcd, using it makes you lose damage. This would eliminate it from raids/dungeons and chain it to ONLY solo content. The only areas in the game that you cant bring your healer chocobo are instanced quests, which are balanced around all jobs and PoTD. They should work out self healing more in potd, not nerf a great ogcd ability like second wind. x3I want Second Wind on a short cooldown with similar cost, like physick cast cost but cost TP for all jobs who don't have a constant low cooldown heal. So when content is created for solo/duo play, no job is left out.
Unless classes become more than they are sometime in the future with less restrictions.
Also in regards to the OP, I find this post pretty inaccurate.
Last edited by Rawrz; 09-15-2017 at 10:11 AM.
I see your point on the benefit. I however think that if you are not soloing or duoing, you don't need a self heal in light to full party content. Anything that hits hard enough will eat right through a heal that only fires off every 120 seconds. You could use potions in between but in a game where people constantly cry button bloat, setting a potion to a hotbar is extra bloat.The benefit of second wind, is that it is an ogcd ability. If you make it spammable, with a cost, youll put it on the GCD. If its on the gcd, using it makes you lose damage. This would eliminate it from raids/dungeons and chain it to ONLY solo content. The only areas in the game that you cant bring your healer chocobo are instanced quests, which are balanced around all jobs and PoTD. They should work out self healing more in potd, not nerf a great ogcd ability like second wind. x3
Also many games have heals not on an OGCD, not saying SE wouldn't put it on OGCD but it is not a given. I also don't see a reason why you shouldn't lose some damage if the boon is you gain increased Survivability. Lastly, whatever content exist now doesn't mean it always be the only content you can bring companions with you, and even then sometimes that companion is not enough, especially if harder content gets introduced for solo or duo play later. I frequently see players running away from fates to recover HP, less often with the chocobo but still happens.
Last edited by Sandpark; 09-15-2017 at 11:53 AM.
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB
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